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Disable motion blur during cutscenes
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2 changed files with 8 additions and 0 deletions
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@ -20,6 +20,7 @@
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#include "RpAnimBlend.h"
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#include "ModelIndices.h"
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#include "TempColModels.h"
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#include "postfx.h"
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const struct {
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const char *szTrackName;
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@ -129,6 +130,7 @@ CAnimBlendAssocGroup CCutsceneMgr::ms_cutsceneAssociations;
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CVector CCutsceneMgr::ms_cutsceneOffset;
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float CCutsceneMgr::ms_cutsceneTimer;
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uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
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bool CCutsceneMgr::ms_blurSetting;
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RpAtomic *
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CalculateBoundingSphereRadiusCB(RpAtomic *atomic, void *data)
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@ -232,6 +234,10 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
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pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CUTSCENE);
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
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// save blur state and disable it
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ms_blurSetting = CPostFX::MotionBlurOn;
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CPostFX::MotionBlurOn = false;
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}
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void
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@ -363,6 +369,7 @@ CCutsceneMgr::DeleteCutsceneData(void)
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TheCamera.SetWideScreenOff();
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ms_running = false;
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ms_loaded = false;
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CPostFX::MotionBlurOn = ms_blurSetting;
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FindPlayerPed()->bIsVisible = true;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CUTSCENE);
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@ -16,6 +16,7 @@ class CCutsceneMgr
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static bool ms_loaded;
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static bool ms_animLoaded;
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static bool ms_useLodMultiplier;
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static bool ms_blurSetting;
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static char ms_cutsceneName[CUTSCENENAMESIZE];
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static CAnimBlendAssocGroup ms_cutsceneAssociations;
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